PLANETFALL

Part One The third in Infocom's wonderful series of Science FictionAdventures is Planetfall. You will be delighted by the humor ofthe game. It is always charming you somehow. The game featuresseveral logical puzzles that can be solved with no greater magicthan common sense. The point of the game: You begin on the spaceship Feinstein.You are lowly cleaning help scrubbing the deck, when all of thesudden the ship explodes--and by an accident of fate you happento be standing near the escape pod right at the moment. Youjettison from the Feinstein and land on a nearby planet with astrange mystery. It seems to have been recently abandoned for noreason. Survival is point one. You'll need food and rest. Repairmany of the broken machines that you find. And then figure outwhy everyone is missing. Let's get started. Deck Nine - All you have to do is keep waiting until theexplosion - stay here - you'll be entertained (randomly) by theAmbassador from Blow' K-bibben-Gordo. After the ship explodesimmediately go Port. Get in the Webbing. Wait -- until the Podlands and the Emergency Kit appears. Get out of Webbing. Takekit. Open Door. Go up. Keep going up until you get to Courtyard.Drop the brush and your ID. (You won't be needing the brush orthe ID - they are excess baggage.) Go north to the Plain Hall, then go NE. Go east until youget to the corridor Junction. Then continue south until you getto the Machine Shop. Go west to the Tool Room, take Laser (butdrop the old battery) take the pliers and the flask and the MetalBar. Then go back to the Machine Shop and put the flask under thespout. Then go north to the Corridor Junction. Then go east tillyou get to Booth 2. In Booth 2 drop the Laser and the pliers.Then go west to the elevator lobby and push both buttons. Then gowest till you get to the Corridor Junction. (If you're hungry,open the kit and enjoy a treat of goo.) From the CorridorJunction, go south then go east. Take the box. Then go back tothe Booth 2. Drop the box. Then go back to the Corridor Junction. Now go north to the Administration Corridor, go north andsouth between the South Administration Corridor and theAdministration Corridor until you see the glint of light(random). Then search the crevice in the Administration CorridorSouth. Hold the bar near the key (it's a magnet) and bingo...yougot it. (If you don't get the key the game can't even begin.) Nowdrop the bar once you have the key. (If the bar comes in contactwith any of the cards you'll find that they getscrambled--something you will regret.) Now go to the MessCorridor. Unlock the padlock with the key. Drop the padlock andthe key and open the door. Drop everything except your uniform.Take the ladder and go back to the Administration Corridor. Dropthe ladder. Open the ladder. Put ladder over the rift. Then gonorth over the ladder. Then go west into the offices. Open thedrawers in the desks and take the kitchen card, the shuttle card,and the upper elevator card. By this time you should be gettingtired. It's important that you find a place to sleep that issafe. Go back to the Dorm Area and get in bed. When you wake upyou'll be bright and chipper for tomorrow. PLANETFALL PART TWO Get out of bed and take your things. Go to the MessCorridor. Go south into the Mess Hall. Take the canteen and openit up. Slide the kitchen card through the slot and go south. Putthe canteen under the spout and push the button. Take thecanteen. You've now found an unlimited source of food. Just makesure that you keep your canteen filled and you'll be O.K. Go backinside the Mess Hall and drop the Kitchen access card. Now goback to the Machine Room. From the Machine Room, go east to theRobot Room. Search the robot. Then turn it on. Go to the elevator lobby.Go south inside the lower elevator and drop the lower card andthe shuttle card. Then go to the upper elevator. By this timeyour valuable friend Floyd should be bugging you for attentionand loving. Eat when you are hungry...it's better to eat fromyour canteen than the kit. You might want to save the goo in thekit for emergencies. Just go back to the kitchen and refill yourcanteen when you need to. But don't forget to drop the kitchencard in the Mess Hall. Go to the Upper Elevator. Slide the upper card through theslot. Push the up button. Wait. When the elevator door opens gosouth then go northeast to the Comm Room. Pay attention to thecolor of the flashing light. This will be the same color coolantthat you'll have to get in the Machine Room. Go back to theelevator, activate the elevator and go downstairs to the MachineRoom. Fill the flask. Push the same color button as the flashinglight in the Comm Room, then take the flask. Go back to the Comm Room and empty the flask in the hole.Pay attention to the new color light. Take the flask backdownstairs to the Machine Room and push the new colored lightcoolant code. Take the filled flask back upstairs and empty theflask in the hole again. Do this one more time (there are threelights in all). This will fix the Comm Room. You can drop theflask since you won't be needing it any more. Now go backdownstairs to the elevator lobby. Don't forget to drop the uppercard in the upper elevator. Eat if you have to, but try to onlyeat from the canteen. If the canteen needs to be filled, do itnow. Go to the lower elevator. Slide the lower card through theslot. Then push the down button. Wait. Drop the lower card andtake the shuttle access card. When the elevator stops get out bygoing north. Then go east. Go south and then go east. Slide theshuttle card through the slot. Push the lever up. Do it again.Wait until the display says 60. Then push the lever down. Again.Wait until the shuttle slides into the station. Go west and drop the shuttle card. Go north, then go east.Go east again. At the fork go southeast to the Project CorridorWest. Go east to the Project Corridor. Then go south to theProjcon Office. Go east to the Computer Room. Take the output andread the output. (By the way make sure that Floyd joins you inthe Computer Room.) With Floyd go south. Then go north until theProject Corridor east. Then go east to the Main Lab. From the Labgo south. Search the lab uniform pocket and take the card and thepaper and the battery. The paper has the clue for opening up thecombination lock in the Rec Corridor (a puzzle that you'll neverneed). Go back to the Project Corridor East. Then go north to theLibrary Lobby. Play with the machine if you want. It's very goodfor clues about the whys of the story, and a lot of fun totranslate. But time is of the essence. Go east to Booth 3. Slidethe card through the slot and push the beige button. Zap!!! You find yourself back in Booth 2. Take a lookaround; everything you put inside the Booth is waiting for you.Slide the card through the slot again and this time push the tanbutton. Wheeeeee! Now you and your supplies are back in Booth 3.Take the pliers and the bedistor. Go west. Then go north. Then gonorth again to the Course Control. Open the cube. Remove thefused bedistor with the pliers. Drop the fused bedistor and thepliers. Take the good bedistor and put it in the cube. Close thecube. PLANETFALL PART THREE Go to Systems Corridor West. Go down into the Repair Room.Make certain that Floyd is with you here. If he's not, just waitand he'll turn up. When Floyd shows, tell him to go north. Whenhe comes back, tell Floyd to take the Fromitz. Go back to theSystems Corridor. Then go north to the Planetary Defense. Openthe panel. Take the second board. Put the shiny Fromitz in thesocket. Close panel. You have now completed the middle portion ofthe game. Eat when you have to. Now go to the Main Lab. Open the Bio-Lock, go southeast then go east. Make sure thatFloyd is with you. He'll volunteer for an important mission; lethim. Open the door, close the door, wait, open the door, closethe door. Floyd will be out of commission. Take the card and singyour song about the legend of Starcross. Go back to Booth 3. Bynow it's late in the day and time for rest. Once in Booth 3,slide the teleportation card through the slot and push the beigebutton. If you still have time before you rest, go ahead and fillyour canteen in the kitchen, then go to sleep in the dorm area.

By now you're starting to feel pretty sick. If you didn'tget a chance last night to fill your canteen, you'd better dothat now. Head down to the Booth 2. Do your teleportationroutine. Drop the teleport card, and make certain that you havethe miniaturization card. Take the laser with the new battery. Goto the miniaturization booth. Slide the card through the slotthen -- type 384 (that was the number from the computer output). Please do a game save at this point because you won't beable to waste any moves after this. You have shrunk down to the size of a chip. At Station 384go east to the Strip near the station. Then go north to the Stripnear the relay. Look inside the relay. Make sure that your laseris set to 1. Fire the laser at the speck. Keep on doing thatuntil the speck is no more. Once that's done, turn the dial onthe laser to 6. Now head back south. Oh no! A killer microbe. Fire the laser at the microbe. Keep firing until you findyourself holding a HOT laser. Once the laser is HOT, throw thelaser over the side. The microbe will follow the laser and vanishto its death. Now head back to the Booth. From the AuxiliaryBooth go north to the Lab Office. Do another game save at thispoint (this will be your last chance to take a rest). Search the desk, then take and wear the gas mask. Push thered button. Open the door. Go west into the Bio Lab. Open the labdoor. Go west to the Bio-lock west. Open the Bio-lock and go westinto the Main Lab. Run back to the Projcon office. Go south intothe Cryo-elevator. Push the Button. Whewww!! Just wait a littlebit and now all will come clear. The game is over. You are ahero! And all is well in the universe until your next adventure! Please note that it is possible to finish the game in lessthan 2-1/2 days. But why rush it!!